Game Development graduate with a focus on object oriented engineering. Experienced in building robust gameplay systems and optimizing real-time environments for stability and performance. From solo project releases to collaborative team environments, I prioritize writing clean, scalable code and working closely with artists to solve technical constraints and ship stable builds.
Commercial Games
AI Systems
AI SYSTEM
January 2026
Unreal Engine 5.7 - GOAP System
Goal Oriented Action Planning system for creating intelligent, goal-driven AI behaviors in Unreal Engine 5.7.
Unreal Engine 5.7C++AI
Description
UEGOAP is a Goal-Oriented Action Planning (GOAP) system I am building in Unreal Engine 5.7 (C++).
The architecture seperates planning from execution and uses an explicit world state to drive all decisions.
Actions are reusable and the goals are evaluated based on their priority, allowing for multiple agents to compete over objectives.
Features Implemented
Goal-Oriented Action Planning System.
Explicit World State Representation.
Priority-Based Goal Evaluation.
Reusable Action Definitions.
Planning vs Execution Separation.
Autonomous AI Agent Ownership.
Failure Detection & Replanning.
Minimal Interactive World Actors.
GOAP Debug Visualization.
Deterministic, Explainable Architecture.
AI SYSTEM
December 2025
Unreal Engine 5.7 - Combat-Ready NPC AI Sandbox
A comprehensive AI sandbox for creating combat-ready NPCs with advanced behavior systems in Unreal Engine 5.7.
Unreal Engine 5.7C++AI
Description
Combat Ready AI Sandbox is a project I made to deepen my understanding of AI systems in Unreal Engine 5.
It's a small arena, with a few agents each having their own tunable archetype, which allows them to each have different behaviors in the same system.
The player can move, shoot and traverse. The movement and traversal was pre-packaged in the Game Animation Sample, as I wanted to focus first and foremost on making a good AI system. I did implement shooting and reloading for the player, but primarily because I had to implement it anyway for the AI, so I had already done most of the work.
Features
Implemented autonomous patrol behavior with configurable waypoint systems.
Built player detection systems using sight and sound through AI Perception framework.
Developed pursuit mechanics that maintain line-of-sight tracking and dynamic pathfinding.
Created investigation system for NPCs to search last known player locations when line-of-sight is lost.
Designed combat decision-making logic based on distance, health, and internal state evaluation.
Structured AI behavior using Behavior Tree and Blackboard architecture for declarative decision logic.
Implemented custom services for short-term memory management and state transitions.
Built interruptible and reactive behavior system allowing immediate response to changing conditions.
Designed production-oriented architecture with separation of concerns and designer-tunable systems.
Created scalable framework supporting future expansion into advanced combat reasoning and archetype-driven behavior.
Student Projects
STUDENT PROJECT
January 2026
Sweet Treat Factory
An arcade-style game where you sort desserts into their respective conveyors under a time crunch. Made for Full Sail University.
Unreal Engine 5.6C++BlueprintsMultiplayer
Description
Sweet Treat Factory is a student project made for Full Sail University. It is an arcade style game where you must sort desserts into their respective conveyors under a time crunch. I was part of a team of 3, and was responsible for the core gameplay systems, data storage systems, animation implementation, as well as the local multiplayer functionality. Through the project, I learned much about Unreal Systems I was previously unfamiliar with, as well as how to use Perforce for version control. Additionally, teamwork was a very important part of the project, and I learned a lot about how to work with others to create a small complete game.
My Contributions
Implemented core gameplay systems including the round loop and failure logic
Built dessert spawning and receiving systems with collision detection
Developed player interaction mechanics (pick up, carry, drop)
Added player controllers, GameMode logic, and level-specific rules
Implemented physics-based dessert behavior and kinematic control
Created Blueprint and C++ systems for gameplay events
Designed level setup, conveyor layouts, and camera perspectives
Added save/load functionality for game progress
Converted gameplay systems from Blueprint to C++
Implemented local multiplayer functionality for up to 2 players
STUDENT PROJECT
October 2024
Murder At Hollowstone Manor
A puzzle murder mystery game where you collect clues, interrogate suspects, and launch accusations to solve the mystery.
UnityC#
Description
Murder at Hollowstone Manor is a puzzle murder mystery game that was made as a portfolio project for my degree. The goal was to try and make a full game within a month, and while we may not have hit that mark, I think we made something very interesting.
Itch.io Page Password: pd32024
Features
Expanded and enhanced the player controller with additional functionality and improved movement mechanics.
Built a custom camera solution from scratch to achieve desired camera behavior when Cinemachine didn't meet requirements.
Developed a dialogue system from the ground up to allow players to speak with suspects and gather information to solve the mystery.
Implemented input system using Unity's New Input System with seamless switching between input types (keyboard, gamepad, etc.).
Created dynamic UI updates that reflect the current input method being used by the player.
Designed input enable/disable system that centralizes input management within the input system itself rather than spreading it across the project.
Integrated all input controls into the player controller and camera systems for cohesive control handling.